Jesse
Download Section
Fractal Schemer
Posts: 1013
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« Reply #15 on: March 10, 2010, 12:01:47 AM » |
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Well, most of what I present here are drafts. You and others put a lot more energy into finding good view points than I do. Instead of fixing the bugs in my renderer, I breathlessly throw more half-baked animations at you.
And i dont want you to stop doing it At least, these detailed videos are totally impossible for me to do, not to mention the inside view. So these are valuable informations that were never shown before.
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KRAFTWERK
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« Reply #17 on: March 10, 2010, 02:25:51 PM » |
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Cool! Your renderings looks so scientific! I like "the dust" around it too, as if it was just broken up. I'd love to see something similar with a mandelbulb... but you know that already! J
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hobold
Fractal Bachius
Posts: 573
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« Reply #18 on: March 10, 2010, 02:44:57 PM » |
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Your renderings looks so scientific! I think they are rather bland and arbitrary, but I have fun hunting for new impressions. If some of you like this stuff, just the better! I'd love to see something similar with a mandelbulb... but you know that already! My computer is thinking about that.
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hobold
Fractal Bachius
Posts: 573
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« Reply #19 on: March 24, 2010, 06:55:18 AM » |
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Another closer zoom on the antipole. It's interesting that some of the "bridges" ends don't meet, but are slightly tilted. http://www.vectorizer.org/insideAntipole2HD.mp4 (50 Megabytes) I'm going to take a break from rendering, and spend my brain cycles thinking about the octree approach. But I'll be back ...!
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hobold
Fractal Bachius
Posts: 573
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« Reply #20 on: December 15, 2013, 06:27:44 PM » |
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The break was longer than anticipated ... and it wasn't going to be an algorithm based on octrees. Instead I am now using Syntopia's idea of brute force raytracing. Here is a high resolution view orbiting around the thing: http://www.vectorizer.org/rmdltc/rmd8tumbleHD01.mp4Iteration depth is a mere five, but the number of samples per ray is 1000 (with biased distribution), and there are sixteen rays per pixel. As usual I didn't pay much attention to realistic lighting or any artistic touch. Still looks infinitely better than the results of my old and lousy renderer.
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hobold
Fractal Bachius
Posts: 573
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« Reply #22 on: December 19, 2013, 10:33:35 AM » |
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With animations now being computed frame by frame, I can animate parameters of the formula. For example this idea of moving the origin of the monopolar coordinate system. This is analogous to the difference between the sine and the cosine variants of the mandelbulb, with smooth transitions between the two. Advance warning: this may look a little creepy, or gross, or disgusting, as the smaller bulbs are swirling around the object. http://www.vectorizer.org/rmdltc/origin001.mkvStill interesting, though. I tried some inside renders as well, but those came out foggy and very noisy, as if there was dust inside. I don't know yet what went wrong.
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hobold
Fractal Bachius
Posts: 573
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« Reply #24 on: December 19, 2013, 12:26:24 PM » |
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Oh, I find it gorgeous as well! Just wanted to soften the blow for viewers who don't react well to fractals that look too organic and weird. Those can trigger ancient fears sometimes ... I had to download to be able to see it though... Yeah, sorry about that. The Matroska video containers (.MKV) are a compromise. A friend of mine couldn't see the .mp4 or .mov videos, so I settled for some well established open source format as my default.
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hobold
Fractal Bachius
Posts: 573
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« Reply #26 on: January 01, 2014, 10:46:44 PM » |
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Low altitude power 8 animation loop, high resolution, no animated parameters: http://www.vectorizer.org/rmdltc/orbiting003.mkvHave made some progress porting the optimized brute force raytracer to OpenCL, but currently stuck with what might turn out to be a bug in OpenCL's atan2() implementation.
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hobold
Fractal Bachius
Posts: 573
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« Reply #27 on: January 14, 2014, 10:10:12 AM » |
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One more low altitude fly-over. This time in slow motion, so that the viewer has a chance to take in more details. The morphing of shapes is again caused by moving the coordinate origin, but this time the amount has been toned down. There is now a chance to visually parse what is going on ... at least I hope so. http://www.vectorizer.org/rmdltc/slomorbit01.mkv (90 seconds, almost 120MB) Render time was twelve days. I still don't understand why the OpenCL kernel does not produce the same results as the almost identical scalar C++ function.
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KRAFTWERK
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« Reply #28 on: January 14, 2014, 10:30:50 AM » |
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It feels HUGE! Imagine living on an unstable planet like that!
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hobold
Fractal Bachius
Posts: 573
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« Reply #29 on: January 14, 2014, 10:48:39 AM » |
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It feels HUGE! Imagine living on an unstable planet like that!
If only I could speed up rendering to a point where it makes sense to turn it into an application and hand it over to artists like you. THAT would be huge. BTW, I had decided to render this one "upside down" on a whim, in order to trick myself out of seeing the same old, same old shapes. And the lighting was placed at grazing angle to emphasize the overall roughness (that didn't work out too well, though; too dark all in all). Perhaps it is no coincidence that you used the word "planet" rather than "landscape" - it would be my very first successful application of artistic design decisions.
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